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UE3:CoverLink (UT3)

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UT3 Object >> Actor >> NavigationPoint >> CoverLink
Package: 
Engine
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Constants[edit]

COVERLINK_ExposureDot[edit]

Value: 0.4f


COVERLINK_EdgeCheckDot[edit]

Value: 0.25f


COVERLINK_EdgeExposureDot[edit]

Value: 0.85f


COVERLINK_DangerDist[edit]

Value: 1536.f


Properties[edit]

Property group 'CoverLink'[edit]

bAutoAdjust[edit]

Type: bool

Allow auto-adjusting of the Slots orientation/position and covertype?

Default value: True

bCircular[edit]

Type: bool

Is this circular cover?

bClaimAllSlots[edit]

Type: bool

Claim all slots when someone claims one - used for cover that needs more than one slot, but slots overlap

bDisabled[edit]

Type: bool

Whether cover link is disabled

bLooped[edit]

Type: bool

Cover is looped, first slot and last slot should be reachable direclty

bPlayerOnly[edit]

Type: bool

Is this cover restricted to player use?

MaxFireLinkDist[edit]

Type: float

Max trace dist for fire links to check

Default value: 2048.0

PerchWallHeight[edit]

Type: float

Modifiers: const

Default height for Perch walls

Default value: 160.0

PerchWallNudge[edit]

Type: float

Modifiers: const

Allow a little error, we support walls slightly higher or lower.

Default value: 4.0

Slots[edit]

Type: array<CoverSlot>

Modifiers: editinline

All slots linked to this node

Default value:

Member Value
bAllowCoverSlip True
bAllowMantle True
bAllowPopup True
bAllowSwatTurn True
bCanCoverSlip_Left True
bCanCoverSlip_Right True
bCanMantle True
bCanSwatTurn_Left True
bCanSwatTurn_Right True
bEnabled True
LeanTraceDist 64.0
LocationOffset
Member Value
X 64.0
Y 0.0
Z 0.0

Internal variables[edit]

AlignDist[edit]

Type: float

Modifiers: const

Distance used when aligning to nearby surfaces

Default value: 34.0

bAutoSort[edit]

Type: bool

Allow auto-sorting of the Slots array

Default value: True

bDynamicCover[edit]

Type: bool

This cover is dynamic

CircularOrigin[edit]

Type: Object.Vector

Modifiers: const

Origin for circular cover

CircularRadius[edit]

Type: float

Modifiers: const

Radius for circular cover

Claims[edit]

Type: array<Controller>

List of all players using this cover

CrouchLeanOffset[edit]

Type: Object.Vector

Modifiers: const


Default value:

Member Value
X 0.0
Y 70.0
Z 19.0

MidHeight[edit]

Type: float

Modifiers: const

Min height for nearby geometry to categorize as mid-level cover

Default value: 70.0

NextCoverLink[edit]

Type: CoverLink

Modifiers: const

Used for the WorldInfo.CoverList linked list

PopupOffset[edit]

Type: Object.Vector

Modifiers: const


Default value:

Member Value
X 0.0
Y 0.0
Z 70.0

SlipDist[edit]

Type: float

Modifiers: const

Forward distance for checking cover slip links

Default value: 152.0

StandHeight[edit]

Type: float

Modifiers: const

Min height for nearby geometry to categorize as standing cover

Default value: 130.0

StandingLeanOffset[edit]

Type: Object.Vector

Modifiers: const


Default value:

Member Value
X 0.0
Y 78.0
Z 69.0

TurnDist[edit]

Type: float

Modifiers: const

Lateral distance for checking swat turn links

Default value: 512.0

Default values[edit]

Property Value
bBuildLongPaths False
bSpecialMove True
CollisionType COLLIDE_CustomDefault
Components[4] CoverMeshComponent'CoverMesh'

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

No new values.

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

Property Value
CollisionHeight 58.0
CollisionRadius 48.0

CoverMesh[edit]

Class: Engine.CoverMeshComponent

Property Value
bUsePrecomputedShadows False

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

Property Value
Sprite Texture2D'EngineResources.CoverNodeNone'

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite2

No new values.

Enums[edit]

ECoverAction[edit]

Represents the current action this pawn is performing at the current cover node.

CA_Default 
Default no action
CA_BlindLeft 
Blindfiring to the left
CA_BlindRight 
Blindfiring to the right
CA_LeanLeft 
Leaning to the left
CA_LeanRight 
Leaning to the right
CA_StepLeft 
Stepping out to the left
CA_StepRight 
Stepping out to the right
CA_PopUp 
Pop up, out of cover
CA_BlindUp 
Blind fire up
CA_PeekLeft 
AI Peek from cover options
CA_PeekRight 
CA_PeekUp 

ECoverDirection[edit]

Represents a direction associated with cover, for use with movement/camera/etc.

CD_Default 
CD_Left 
CD_Right 
CD_Up 

ECoverType[edit]

Represents what type of cover this node provides.

CT_None 
Default, no cover
CT_Standing 
Full standing cover
CT_MidLevel 
Mid-level crouch cover, stand to fire

Structs[edit]

See CoverLink structs.

Functions[edit]

Native functions[edit]

AddCoverSlot[edit]

native final function int AddCoverSlot (Object.Vector SlotLocation, Object.Rotator SlotRotation, optional int SlotIdx, optional bool bForceSlotUpdate)


AutoAdjustSlot[edit]

native final function bool AutoAdjustSlot (int SlotIdx, bool bOnlyCheckLeans)

Auto-adjusts the slot orientation/location to the nearest geometry, as well as determine leans and cover type. Returns TRUE if the cover type changed.

FindSlots[edit]

simulated native final function bool FindSlots (Object.Vector CheckLocation, float MaxDistance, out int LeftSlotIdx, out int RightSlotIdx)

Finds the current set of slots the specified point is between. Returns true if a valid slot set was found.

GetFireLinkTo[edit]

native noexport function bool GetFireLinkTo (int SlotIdx, CoverInfo ChkCover, ECoverType Type, out array<ECoverActionActions)

Searches for a fire link to the specified cover/slot and returns the cover actions.

GetSlotActions[edit]

native final function GetSlotActions (int SlotIdx, out array<ECoverActionActions)

Returns a list of AI actions possible from this slot

GetSlotLocation[edit]

simulated native final function Object.Vector GetSlotLocation (int SlotIdx, optional bool bForceUseOffset)

Returns the world location of the requested slot.

GetSlotMarker[edit]

simulated native final function CoverSlotMarker GetSlotMarker (int SlotIdx)

Returns reference to the slot marker navigation point

GetSlotRotation[edit]

simulated native final function Object.Rotator GetSlotRotation (int SlotIdx, optional bool bForceUseOffset)

Returns the world rotation of the requested slot.

GetSlotViewPoint[edit]

simulated native final function Object.Vector GetSlotViewPoint (int SlotIdx, optional ECoverType Type, optional ECoverAction Action)

Returns the world location of the default viewpoint for the specified slot.

HasFireLinkTo[edit]

native noexport function bool HasFireLinkTo (int SlotIdx, CoverInfo ChkCover)

Searches for a valid fire link to the specified cover/slot. NOTE: marked noexport until 'optional out int' is fixed in the exporter

IsEdgeSlot[edit]

simulated native final function bool IsEdgeSlot (int SlotIdx, optional bool bIgnoreLeans)

Return true if the specified slot is an edge, signifying "End Of Cover".

IsEnabled[edit]

native final function bool IsEnabled ()


IsExposedTo[edit]

simulated native final function bool IsExposedTo (int SlotIdx, CoverInfo ChkSlot)


IsLeftEdgeSlot[edit]

simulated native final function bool IsLeftEdgeSlot (int SlotIdx, bool bIgnoreLeans)


IsRightEdgeSlot[edit]

simulated native final function bool IsRightEdgeSlot (int SlotIdx, bool bIgnoreLeans)


IsValidClaim[edit]

final native function bool IsValidClaim (Controller ChkClaim, int SlotIdx, optional bool bSkipTeamCheck, optional bool bSkipOverlapCheck)

Returns true if the specified controller is able to claim the slot.

Events[edit]

Claim[edit]

final event bool Claim (Controller NewClaim, int SlotIdx)

Asserts a claim on this link by the specified controller.

SetDisabled[edit]

simulated event SetDisabled (bool bNewDisabled)

Enable/disable the entire CoverLink.

SetSlotEnabled[edit]

simulated event SetSlotEnabled (int SlotIdx, bool bEnable)

Enable/disable a particular cover slot.

Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


UnClaim[edit]

final event bool UnClaim (Controller OldClaim, int SlotIdx, bool bUnclaimAll)

Removes any claims the specified controller has on this link.

Other instance functions[edit]

AllowLeftTransition[edit]

simulated final function bool AllowLeftTransition (int SlotIdx)


AllowRightTransition[edit]

simulated final function bool AllowRightTransition (int SlotIdx)


GetSwatTurnTarget[edit]

simulated function bool GetSwatTurnTarget (int SlotIdx, int Direction, out CoverReference out_Info)


IsStationarySlot[edit]

simulated final function bool IsStationarySlot (int SlotIdx)

Checks to see if the specified slot support stationary cover actions.

OnModifyCover[edit]

function OnModifyCover (SeqAct_ModifyCover Action)

Handle modify action by enabling/disabling the list of slots, or auto adjusting.

OnToggle[edit]

function OnToggle (SeqAct_Toggle inAction)

Overrides: NavigationPoint.OnToggle

Overridden to disable all slots when toggled off.